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tronyn-reviews:ne_ruins_altar_of_storms_by_necros [2011/10/27 15:19] – created Spirittronyn-reviews:ne_ruins_altar_of_storms_by_necros [2012/06/02 18:20] onetruepurple
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-Necros' latest map, Altar of Storms, is a fantasy-styled excursion into a dungeon built inside of a huge mountain. If it sounds epic, it is. The map combines features of many previous Necros maps - the sense of vertical progression, traps, and epic ending of ne_tower, the moving machinery and ominous approach to the level's end from Crescendo of Dreams,  and the final fight is kind of like the high-up confrontations at the end of The Rats In The Walls. There is even a bit of a Quoth-like "architecture in the black void" moment. But despite recognizable elements of Necros' past levels, this - probably more than any other of Necros' past release, and maybe even to the level of Metlslime's Rubicon 2 - is its own unique, coherent Q1SP experience. Custom sound, textures, models, features, code, monsters, etc all coming from many sources - but especially Hexen II - create an "adventuring in the bleak winter" atmosphere which is very dramatic.+Necros' latest map, Altar of Storms, is a fantasy-styled excursion into a dungeon built inside of a huge mountain. If it sounds epic, it is. The map combines features of many previous Necros maps - the sense of vertical progression, traps, and epic ending of ne_tower, the moving machinery and ominous approach to the level's end from Crescendo of Dreams,  and the final fight is kind of like the high-up confrontations at the end of The Rats In The Walls. There is even a bit of a [[/reviews/quoth.html|Quoth]]-like "architecture in the black void" moment. But despite recognizable elements of Necros' past levels, this - probably more than any other of Necros' past release, and maybe even to the level of [[/reviews/rubicon2.html|Metlslime's Rubicon 2]] - is its own unique, coherent Q1SP experience. Custom sound, textures, models, features, code, monsters, etc all coming from many sources - but especially Hexen II - create an "adventuring in the bleak winter" atmosphere which is very dramatic.
  
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 There are three major boss confrontations in the unit, and they are all awesome. The final one uses healing pools, a good choice, but the final-final bit can be a bit difficult until you realize that you _have_ to take the golems out first. I guess I don't have too much more to say, other than toemphasize how the little cool touches - from the modified zombies (great gameplay!) very appropriately being called "Fresh" zombies, to invocation of the gods in the map title and story, and using a doom pain sound for the boss' pain sound! - really add to the sense of a different world. At the end of the map, a message prints, "you hope the next place you visit will not be this bleak." On the contrary, I hope it will be just like this! I don't think anyone who plays this will be able to deny that it is a unique Q1SP masterpiece of the first order. There are three major boss confrontations in the unit, and they are all awesome. The final one uses healing pools, a good choice, but the final-final bit can be a bit difficult until you realize that you _have_ to take the golems out first. I guess I don't have too much more to say, other than toemphasize how the little cool touches - from the modified zombies (great gameplay!) very appropriately being called "Fresh" zombies, to invocation of the gods in the map title and story, and using a doom pain sound for the boss' pain sound! - really add to the sense of a different world. At the end of the map, a message prints, "you hope the next place you visit will not be this bleak." On the contrary, I hope it will be just like this! I don't think anyone who plays this will be able to deny that it is a unique Q1SP masterpiece of the first order.
  
-**Score: 19/20**+=====Score: 19/20=====